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Wild Terra 2: New Lands News

Answers to community questions #2



[h3]Q: Do you plan on releasing a new island think it would go over real well at expanding the game and content[/h3]

A: We would like to create a new island, but this is not possible in the near future because we would have to leave the game without any updates for several months. If we do this, we will be faced with a large outflow of audience and funding, which will be disastrous for the project. A new island means not only new territories, but also new mechanics, resources, rewards, equipment, buildings, monsters, production chains and recipes, and many other related things, the creation of which takes a lot of time. Right now we're more focused on polishing the main part of the game, but we hope that later we'll be able to return to creating large chunks of content, or releasing them in several parts.

[h3]Q: Do we get to see bug fixed and optimized gameplay response at some time ?[/h3]

A: With each update we fix many bugs and add new improvements. Over the past year, 14 updates have been released, 4 of which were major.

[h3]Q: Castle will come when?[/h3]

A: If you have an interesting idea for the mechanics of Castles, you can leave a suggestion on our discord channel.

[h3]Q: I’m also interested in whether there are plans for a port on the Nintendo Switch?[/h3]

A: No, unfortunately there will be no version for Nintendo Switch.

[h3]Q: Dear developers, I have a question about the essentially legalized use of third-party software in the game (clickers, bots) with the help of which players gain experience, for example, in healing and fishing. Don't you think that this disrupts the gameplay and gives an unreasonable advantage to these players, comparable to buying experience for these professions in the game store (p2w)? Are you going to fight the use of third-party software in the game?[/h3]

A: We point out that using this is against the rules and block players who violate these rules, as well as players who trade for real money. But while tracking bots is sometimes possible, tracking clickers is almost impossible. We are trying to combat this problem by improving mechanics, such as random spawning of monsters while fishing. We are also considering alternative options, such as introducing automatic idle fishing for everyone.

[h3]Q: When is the tavern opening?[/h3]

A: We have added this to the upcoming roadmap, now your participation in voting can affect the order in which certain things are released.

You can ask your question or suggest ideas on our Discord: https://discord.gg/62mqCkG94x

Write your new questions for the next episode!

Update 2.2.360. Waypoints and quality of life improvements



The Christmas event ends on January 15th! Hurry up to complete related quests, make candy or decorate the walls with decorations that you can buy from the Christmas Helper in town.

In this update, we have introduced the ability for players to set a waypoint that displays the distance to the target. We have added this feature to some initial quests. Additionally, based on your feedback, we have implemented several improvements and enhancements to make it easier for players to navigate the game and interact with items.

Get Wild Terra 2 and rewards packs:
https://wildterra2.com/


Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update.

[h2]Update 2.2.360. Changelog[/h2]

[h3]Changes and improvements:[/h3]
- Added the ability to set a waypoint with distance to the target. You can place a point with Ctrl held down both on the screen and the map. Holding down Shift while placing the pointer will memorize the distance and alert you if you stray too far, aiding in battles with mobs to maintain the required distance. You can remove the pointer with the Delete key.
- Control hints for setting waypoints have been added to the map.
- A game setting option has been added to disable on-screen indicators (including waypoints, your grave, dominium, ship, and group members).
- In the quest window, a "Show on the map" button has been added for some introductory quests, and the waypoint will be set automatically for initial quests.
- Highlighting has been added to inventory items that traders buy at an increased price during trading.
- The item search filter in the inventory now works for containers with up to 20 slots.
- The Naturalist's Journal sections Hunting and Taming now include information on the creature's category for understanding poisons and bonuses.
- The effects of Emergence and Calmness will also work on your pet when exiting dungeons in PvP zones, entering the basement tavern, or upon death in peaceful zones.
- Stack sizes for Cookies, Cinnamon baked apple, and Gingerbread Man have been increased.
- Added the ability to disassemble Santa Claus's hat.
- Stun chance has been added to the exotic club Poison strike at tiers 3 and 4.
- The Archery skill Into the eye now includes information about the critical hit multiplier.
- Reduced the requirement for killing Arctic wolves in the daily quest from Ragnara.
- Fixed an issue causing a delay and severe freeze when accessing the Witchcraft section in the naturalist's journal.
- Rectified an error in the poison charge descriptions for weapon skills that consume projectiles.
- Adjusted the groups for Seagulls, Demented Ents, and Anglermen to ensure proper functioning of attack bonuses and poisons.

Wild Terra 2 - Roadmap 2024. Vote on development priorities


We decided to write about the plans in voting format so that you can influence the priority and help us understand the importance of certain innovations and better understand your expectations.

[h3]To vote, follow the link to our official Discord channel: https://discord.gg/hnku276ev9[/h3]

1. Improvements to the guild system and guild content (group and solo activities, ratings, scoring points with the ability to buy goods from guild NPCs, gaining experience and guild levels, bonuses and effects for members).
2. New territories (this could be an expansion of Iteria, or a new island or dungeon).
3. Group Dungeon - Boss Arena. (summoning difficult bosses to receive status rewards).
4. Tavern as a point of attraction, with social activities (perhaps from here you can quickly travel to key points, play a mini-game, or just chat/dance and get a minor temporary buff).
5. Team PvP arena (the principle of hunger games, participants are randomly distributed into two teams, with average levels of combat skills and search for equipment and weapons in the arena, and the winning players receive rating points and rewards).
6. Zone for PvP battles at any time. (special location through a guide, without the outlaw effect and without loss of equipment durability after death, you can find out which of you is cooler!).
7. New types of weapons and associated skills and abilities (two-handed and/or crossbows, etc.).
8. New combat abilities (in existing skills at high levels).
9. Friends/enemies list (for more convenient communication, invitations, access, etc.)

Update 358. Christmas decorations, crafting speed boost and more improvements



In this update, we've addressed issues our players encountered after launching the Christmas events. Thanks for the prompt reports and feedback!
Additionally, we've introduced the ability to decorate your home in a festive spirit: in the central city of Hartfurt, a new NPC dressed as Santa now sells resources for creating decorations and gives out gifts! In the in-game store, you can find new thematic items, and get new portraits and frames for your character for free!

Get Wild Terra 2 and rewards packs:
https://wildterra2.com/

Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update!

[h2]Update 2.2.358. Changelog[/h2]

[h3]What's new:[/h3]
- During the Christmas events, grass has been disabled, and snow has been added.
- A new NPC has been added at the central city that sells consumables for dominium decoration crafting, Christmas items, and giving out a Christmas gift to anyone every day.
- The crafting time for all items has been reduced.
- A bug that caused Junk shop vendor Ragnara to issue fewer quests has been fixed.
- Increased the number of slots for personal items for town hall.
- A basic stun chance has been added to high-level Battle hammers.
- Added disassembly option for a Lucky ring from Pike.
- Added a recipe for processing marble boulders.

[h3]Fixes:[/h3]
- The position of the character selection has been changed; now it is located in the center.
- The number of maggots in corpses has been reduced, relative to the increasing difficulty of dungeons.
- Fixed a bug causing summoned pet information to disappear.
- Fixed a bug causing pet position desynchronization upon entering a dungeon.
- Fixed a bug where the animation of mobs sometimes failed to trigger when returning them to the spawn point.
- The hit zone for the Anglerman pet has been increased.
- The Empty Bowl with Bones quest item icon has been fixed.
- The motion animation for squirrels has been corrected.
- The motion animation for scorpions has been corrected.
- The message for item butchering has been corrected.
- Fixed a bug related to scrolling item slots in containers with tamed pets and unfed animals.
- The recipe for crafting sweet canes and elven cloaks has been changed.
- Bugs in calculating durability and stamina drain during gathering and crafting have been fixed.
- A bug in the functionality of the purple gift bonus has been fixed; now it will work for crafting and resource gathering
- The duration of the Pink gift has been increased from 30 to 60 minutes.
- The duration of the Steel Economy skill has been extended from 10 to 15 minutes.
- A player can have only one active tool economy effect.
- Items from support packs and the shop can now be used on the starting island.
- Fixed a bug that prevented entering activation keys in the game when there was no connection to the Xsolla store. Now, 10 seconds after attempting to connect to the store, regular activation keys can be entered, but a key for replenishing runes in the store will not work.
- A hidden recipe that caused the dragon to eat a chick in the incubator and permanently leave its owner has been removed.

Answers to community questions #1



[h3]Q: How big is your Team right now?[/h3]

A: There are 5 people directly involved in the development of the game. Also, our community helps a lot with translations, testing and support. We consider you all part of the team. Thank you!

[h3]Q: Can we get a smaller more refined realistic road map?[/h3]

A: We will try to introduce a new roadmap before the end of this year.

[h3]Q: Hello everyone, how soon can we expect pvp content? Some kind of arena for training, without loss of durability, skull and satiety) Guild content, declaration of war and fights without skulls) top pvp ratings, etc.)[/h3]

A: This is quite a priority task, but for proper implementation, you first need to improve the mechanics of guilds, introduce ratings, and the PvP content system itself (battle locations, rewards, mechanics, protection against cheating, etc.). We see that many players are interested in PvP content and consider it an important part of the game. Also, we divide PvP content into solo and group, and want to offer something interesting in each category.

[h3]Q: Hi! I'll get right to the point. When will you be releasing a PvE server?[/h3]

A: Our previous experience shows that a PvE server is a bad idea for this project. Most of the mechanics lose interest or stop working, the game becomes more bland and there is a decrease in players online due to the number of servers. Instead of opening a PvE server, we want to make the experience of peaceful players more comfortable in the game in general.

[h3]Q: Which monsters all count as Mops (Bosses too)?[/h3]

A: Mobs are all creatures (including bosses) that are not NPCs, players, and their pets. We will try to provide further clarification in the naturalist's journal so that players have a better understanding of the bestiary for how bonuses and weapon poisons work.

[h3]Q: What are the plans for end game light armor? Do you have any plans to make the light armor kit more complete with something like a really good exotic light shield?[/h3]

A: You are right, the potential of light armor is not yet fully realized. But the current light shields are in some ways a placeholder. We plan to add two-handed and dual-wielding weapons to provide more options for builds, including light armor. After this, we will reconsider the role of light shields.

[h3]Q: Do you have any plan to make changes to nightmare dungeons and how they work with stun/slow/bleed/poison/etc?[/h3]

A: There are no such plans at the moment, but we are always happy to hear interesting ideas, and this may influence the plans. Now this mechanic is not done in the most interesting way.


You can ask your question or suggest ideas on our Discord: https://discord.gg/62mqCkG94x

We plan to release news in this format once every two weeks. Write your new questions!